Everquest 2 vs. World of Warcraft
Gamespy has a piece up today comparing and contrasting the feature sets of Everquest 2 and World of Warcraft. It's a pretty thorough story, covering the newb experience, combat, character customization and more. From the article: "In one corner, you have EverQuest II, the sequel to the undisputed heavyweight MMO champ EverQuest, the game that has probably caused more divorces than any other video game in the world. In the other, you have the challenger, World of Warcraft, the first MMO created by Blizzard Entertainment, the development house best known for StarCraft, Diablo, and the original Warcraft RTS games."
Let the WoW vs. EQII flames begin. ....EQII is better.
the Political Inquirer
I'll sum it up anyway :
Blizzard = Evil
Sony = Evil
WoW = will run on your computer
EQ2 = probably not
Thank you, come again.
show's that WoW is just an Everquest knock off. It's such a shame that it takes so long and costs so much to develop a MMORPG. Businesses are afraid to try an unproven business model so they just make clones and never try anything new. Not that any of this stuff is new to MUD builders, but most of them don't have the need to convince a board of directors that their design will make money. So we're stuck with another batch of level based, quest driven, class based fantasy role playing games.
How we know is more important than what we know.
I love playing EQ until I got to the levels where I had to group. I always found that to be a PITA. Must you group to proceed past the newbie levels in WoW?
And this is a good thing? I mean, I know what they meant...but I always thought a game was supposed to be something fun that gave you a break from life, not something that consumed your bank account, hurt your health, and destroyed your marriage.
Buy Steampunk Clothing Online!
It's like gamespy was trying to appease both Sony and Blizzard by not knocking their faults too harshly.
All your base are belong to Google.
Is that in the server pages where they looked at the launch behaviour. They mentioned that the WoW servers were really maxxed out. Granted its true, they had the fastest selling PC game ever. It probably exceeded their expectations by a massive amount. However, after playing Diablo II on launch week/month online, they seem to have done a really good job getting everything stable again. Playing DII online was almost not worth it it was so biggy. Lag, warping, random server disconnects (loosing all character progess), etc. abounded. To simply have it put, WoW did much better then Blizzard did in the past. Granted it was far from perfect, but when did a MOORPG NOT have launch problems?
EverQuest II was different, they particularly had some hard-core adopters, a few first timers, journalists, and a few other people upgrading who played EQ before. Its hard to overload the servers when no-one is playing on them in the first place. This may be an exageration (and indeed it is) but as the article suggested, the RP servers were more crowded. This may be because all the RP'ers on EQ just wanted to migrate to EQII and get a head start. Either Sony overcompensated for the server thing expecting a massive launch that never happened, or no-one cared. Its like Tribes II, more people play Tribes one now then play Tribes II.
The launch is important, but not critical, I dont remember LucasArts giving free game extensions to SWG players who got shut out on launch day. Though Blizzard giving free extensions was already covered by slashdot, its commendable and unexpected. Did not Anarchy Online give a free month to subscribers who signed up originally and then dropped out because the fixed the game?
Heaven Forbid they provide what people want. I mean 250,000+ subscribers in the first month isn't anything to laugh at and shows that they must be doing something right.
"undisputed heavyweight MMO champ EverQuest" I guess they're ignoring the rest of the world where the number of people playing Lineage far surpasses that of those playing EQ and EQ 2 combined.
I'm so envious of the online gaming crowd sometimes. I mean with every MMORPG that you can choose from, the possibilities of playing a warlord barbarian or a rogue space pirate says good times and a lot of angry girlfriends. Since I'm the only person on slashdot with a dial-up, am I missing anything from the new crop of online games coming out?
--- hows it taste mother f$#@er!!!
I've got a few disputes with this review.
.. uh.. wide open spaces. Whereas Inns, while slightly small in WoW, have LOTS of functional seating, and cozy atmospheres! There is also a very large meeting hall that currently no NPCs reside in, off from the dwarven district of Stormwind. As a side note, I love how the reviewer compares the population of roleplay servers between the two games to determine the quality of roleplaying.
... there is definite strategy for each class concerning PvP play, though, and outright duelling does NOT determine how well a class will do in PvP.
... if there's just two cities, what transportation do you NEED? the main transportation you need is from the city to outlying areas where you'll be fighting monsters; not from different areas in the city to different areas in the city, which is what it sounds like they're describing here. And, uh, what's with comparing the art direction (color-themed areas, transitions, etc) in the travel section? Dur, who's the retarded reviewer?
Crafting system, not deep in WoW?
The things they mention (Having to find new recipes), about EQ2, are present in WoW. I'm thinking they only played WoW until mid-level. While yes, you do have to go collect your materials (or buy them from a player who does), I think THIS adds more depth than could be added by buying all of your raw materials from NPCs, as I can only assume EQ2 (and just about every other MMPORPG but UO) does. There are also rare items required for recipes that require players to communicate and *GASP* trade for! There is a LOT more social trade going on simply for -crafting- in this game than any other MMPORPG I've played - excepting early UO, where people actually set up real storefronts, took orders for items, etc etc.
Back End Support
While indisputibly EQ2's servers have stayed up through hell and high water - this article fails to mention the COST of this. That is, every single ZONE is instanced! There are 12 or 15 different copies of the main city floating around, and you'd be lucky to get in the same one as someone you're trying to meet (I'm speeking from speculation, unless SoE has implemented a way to find someone like this)... It also prevents you from randomly running into someone and having a spur of the moment roleplaying moment. WoW has also recompensed those who started their accounts within 3 days of launch with extra free time.
Role-Playing
As mentioned above, the fact that every zone is instanced in EQ2 can be a huge detriment to roleplaying. The only other thing it has going for it is housing and
PvP
While it gave WoW winning marks for this, I really think they underplayed the PvP aspects of WoW. The only gripe I have about PvP is that if it's anywhere near a town or graveyard, it's pretty much "who can kill the other side until their equipment runs out"
Graphics
Firstly, my main gripe is about the screenshots they chose to compare. One is of a head in some water and some landscape far away, with an admittedly nice reflection in the water of the landscape. But uh, not of the head: it actually kinda looks like it was -photoshopped- on. The World of Warcraft screenshot however, makes me upset too! They used pretty low detail settings for that screenshot, looks like they turned all the shaders off. World of Warcraft succeeds in making you feel like you're in a comic book. Everquest succeeds in making you feel like you're in a CG movie with bad animation and character interaction. If you're going to make your CG "Realistic," you need to make the way they interact with everything (especially combat) realistic. Otherwise it just ends up looking... silly. And un-executable on a vast majority of systems.
Transportation
While they effectively describe WoW's transportation, I am having a hard time following what they're trying to explain in terms of EQ2s. Granted, I haven't played the game, but
Character (not physical) Customization
They really
I was in the WoW beta and had a blast, I also played SWG for over a year, so assuming SWG is somewhat similar in nature to EQ being by EQ and all, I find that WoW was more lighthearted and fun, whereas SWG was a little deeper (for the first 3-5 months) and serious. Anyone here who plays both able to say if EQ 2 is for the serious players and WoW for the casual?
Some of the EQ2 features sound really great, and I may have been tempted by them. (Even though WoW won the review) However I still am burning about the money I spent on SWG and the complete lack of quality that product had. (I would elaborate, but it has all been said before)
So instead I say: You can kiss my well toned butt SOE
I can't imagine I am the only one who thought:
"WoW sounds great, but everquest IS the champion of MMOG..."
But then thought:
"Hang on, EQ2=SOE..."
Without reading the review I'm going to speculate that it points out many good features of each game and doesn't pronounce a strong winner. That is, there's plenty to recommend either one. Maybe one edges the other out but only by a little.
Am I right? I don't think gamespy would be the one to come down hard on any MMO game from either of these giants.
When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
as though the reviewer would be biased on his opinion because he was so into WoW in the first place. Which is unfourtanet because there then would be no easy review, nor even trial...but...maybe they weren't biased. *yeah right* =P
Flat Screen TV for F
Comparing the two with a cake.
EQ2 would be the great tasting cake, but the frosting and looks would be so-so with some unevenly applied. however once you get past the looks it taste really good.
WoW is the cake that looks fantastic, everything is polished and perfect you just want to look at it forever. However once you get past the frosting and take a bite, the cake is rather bland.
While I can't speak for Evercrack 2, I've reached the 30s on WoW already.
What I can say is that some of their appraisals are a little off.
Take character customization. One of the things to remember about WoW is that all your equipment shows on your character. So, your appearance is a lot more defined by your gear and your class, rather then slider bars.
One fact that many reviewers got very wrong was crafting. In WoW, crafting can give you an edge, but its not required. Some of my better items have been crafted. And while resources can get a little tight, that's only in a densely-populated area, _and_ its done to prevent people from camping those resources.
I'd also point out that examinations of character class abilities in WoW is a little off. Your basic abilities that define you as a class are available to all members of that class: all Paladins can learn to raise the dead or cast healing spells. The same is true for every other class.
The 'limited' character development portion stacks on top of that. It allows you to focus your efforts into certain abilities, which provides a surprising depth of customization at higher levels. In any kind of PvP or against Elite opponents, you start noticing how those Talent points are spent very, very quickly.
Since this is not one of Cowboy Neal's questions, I DO get to complain about missing options!
;-) Thanks for taking the time to read it.
I would have compared 'in game' events. Although I do not miss Ultima Online, I do miss the in game events. I miss these from the MUD RPG days too. But in Ultima, there were many in game events that just added a little something to the game. Once, many huge daemons invaded a smaller town and people raced to get to the event, mostly to simply die a bunch and tell the tale later! Others were one and two high level creatures that just needed slaying to save a city/town. In some of the early pay-to-play MUD RP Games, they actually had planned DM run events with special prizes and in-game and meta-game rewards.
Everquest also had some major events, but they did not have that same feeling of interaction that these others had. And as I played more, these became fewer. (I think the over concern for the Play Balance and fairness to casual players, lost EQ my vote down the road.) I can just imagine the boards 5 minutes after a higher, tougher daemon showed up in place of a raid camped dragon. Few would get a 'kick' out of the DMs 'adjustment' to further challenge them.
I like playing MMORP games just fine, but I live for the planned, DM run events. CoH has had events (not sure if they were DM run) and even triggers that you may not be ready for built into the code. As for rewards for events, they have put in the concept of Badges (they show as titles) to allow for special events adding something to your character. Even if it is so simple, it made the players I know feel special. (Increased morale, more months paying and playing?)
There has been a lot of discussion on Role Playing from the 'server' perspective, but what of a reward perspective. Your co-players may reward you, but with role playing, I associate DMs and planned events. The generic, scripted pulp is great, but Role Playing Games are about the interaction with the story teller. When you lose that, I am not sure what you get, but it does not have the flavor I have grown accustomed to years before Computers' played D&D. And yes, I understand that computers have limitations. 'grin'
With Morrowind (et all), it is all static and triggered. With an online RPG, you CAN have interaction. With the First Vampire the Masquerade and all of the Neverwinter Nights games, you had great potential for this! This potential exists in MMORPGs, it just doesn't seemed to be realized on the scale that is possible. I bought VtM and NWN solely to encourage them because they attempted the cutting edge even if the games were not enjoyable to my family and friends.
The challenge to make the game be a shared adventure multitudes can play and still personal to you, the player, is for me, the key to great gaming. To do it in this light, Computers alone are still not there and staff time is cost prohibitive (at least according to my spouse.)
When you can have a fighter, put on a ring of normal fire resistance, self-immolate, command the party to run, and then grapple the regenerating troll to save said party, you have a role playing game. Short of this, you have a nice man with a long white beard, but still no Santa.
Sorry for the long winded post, I guess I had something to say on this topic!
PaGeN
When a Ball Dreams, It Dreams it's a Frisbee.
Seems like more people "work" Lineage, farming areas to sell aden on Ebay. Spoiled the game for me. World of Warcraft is Very fun so far. I will be interested in seeing how it is in the higher levels.
(If at first you don't succeed, do it different next time!)